]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/surface_fur.c
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[xonotic/netradiant.git] / tools / quake3 / q3map2 / surface_fur.c
index 4b63e51b8cef4640dc19e807264e6d5655cb558a..7af5e0dc0e1fd9d3e0e7ff9cef6855db7a2c6738 100644 (file)
-/*\r
-Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
-For a list of contributors, see the accompanying CONTRIBUTORS file.\r
-\r
-This file is part of GtkRadiant.\r
-\r
-GtkRadiant is free software; you can redistribute it and/or modify\r
-it under the terms of the GNU General Public License as published by\r
-the Free Software Foundation; either version 2 of the License, or\r
-(at your option) any later version.\r
-\r
-GtkRadiant is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
-GNU General Public License for more details.\r
-\r
-You should have received a copy of the GNU General Public License\r
-along with GtkRadiant; if not, write to the Free Software\r
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA\r
-\r
-----------------------------------------------------------------------------------\r
-\r
-This code has been altered significantly from its original form, to support\r
-several games based on the Quake III Arena engine, in the form of "Q3Map2."\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-\r
-\r
-/* marker */\r
-#define SURFACE_FUR_C\r
-\r
-\r
-\r
-/* dependencies */\r
-#include "q3map2.h"\r
-\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-ydnar: fur module\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-/*\r
-Fur()\r
-runs the fur processing algorithm on a map drawsurface\r
-*/\r
-\r
-void Fur( mapDrawSurface_t *ds )\r
-{\r
-       int                                     i, j, k, numLayers;\r
-       float                           offset, fade, a;\r
-       mapDrawSurface_t        *fur;\r
-       bspDrawVert_t           *dv;\r
-       \r
-       \r
-       /* dummy check */\r
-       if( ds == NULL || ds->fur || ds->shaderInfo->furNumLayers < 1 )\r
-               return;\r
-       \r
-       /* get basic info */\r
-       numLayers = ds->shaderInfo->furNumLayers;\r
-       offset = ds->shaderInfo->furOffset;\r
-       fade = ds->shaderInfo->furFade * 255.0f;\r
-       \r
-       /* debug code */\r
-       //%     Sys_FPrintf( SYS_VRB, "Fur():  layers: %d  offset: %f   fade: %f  %s\n",\r
-       //%             numLayers, offset, fade, ds->shaderInfo->shader );\r
-       \r
-       /* initial offset */\r
-       for( j = 0; j < ds->numVerts; j++ )\r
-       {\r
-               /* get surface vert */\r
-               dv = &ds->verts[ j ];\r
-                       \r
-               /* offset is scaled by original vertex alpha */\r
-               a = (float) dv->color[ 0 ][ 3 ] / 255.0;\r
-               \r
-               /* offset it */\r
-               VectorMA( dv->xyz, (offset * a), dv->normal, dv->xyz );\r
-       }\r
-       \r
-       /* wash, rinse, repeat */\r
-       for( i = 1; i < numLayers; i++ )\r
-       {\r
-               /* clone the surface */\r
-               fur = CloneSurface( ds, ds->shaderInfo );\r
-               if( fur == NULL )\r
-                       return;\r
-               \r
-               /* set it to fur */\r
-               fur->fur = qtrue;\r
-               \r
-               /* walk the verts */\r
-               for( j = 0; j < fur->numVerts; j++ )\r
-               {\r
-                       /* get surface vert */\r
-                       dv = &ds->verts[ j ];\r
-                               \r
-                       /* offset is scaled by original vertex alpha */\r
-                       a = (float) dv->color[ 0 ][ 3 ] / 255.0;\r
-                       \r
-                       /* get fur vert */\r
-                       dv = &fur->verts[ j ];\r
-                       \r
-                       /* offset it */\r
-                       VectorMA( dv->xyz, (offset * a * i), dv->normal, dv->xyz );\r
-                       \r
-                       /* fade alpha */\r
-                       for( k = 0; k < MAX_LIGHTMAPS; k++ )\r
-                       {\r
-                               a = (float) dv->color[ k ][ 3 ] - fade;\r
-                               if( a > 255.0f )\r
-                                       dv->color[ k ][ 3 ] = 255;\r
-                               else if( a < 0 )\r
-                                       dv->color[ k ][ 3 ] = 0;\r
-                               else\r
-                                       dv->color[ k ][ 3 ] = a;\r
-                       }\r
-               }\r
-       }\r
-}\r
-\r
-\r
-\r
+/*
+Copyright (C) 1999-2007 id Software, Inc. and contributors.
+For a list of contributors, see the accompanying CONTRIBUTORS file.
+
+This file is part of GtkRadiant.
+
+GtkRadiant is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+GtkRadiant is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with GtkRadiant; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+----------------------------------------------------------------------------------
+
+This code has been altered significantly from its original form, to support
+several games based on the Quake III Arena engine, in the form of "Q3Map2."
+
+------------------------------------------------------------------------------- */
+
+
+
+/* marker */
+#define SURFACE_FUR_C
+
+
+
+/* dependencies */
+#include "q3map2.h"
+
+
+
+
+/* -------------------------------------------------------------------------------
+
+ydnar: fur module
+
+------------------------------------------------------------------------------- */
+
+/*
+Fur()
+runs the fur processing algorithm on a map drawsurface
+*/
+
+void Fur( mapDrawSurface_t *ds )
+{
+       int                                     i, j, k, numLayers;
+       float                           offset, fade, a;
+       mapDrawSurface_t        *fur;
+       bspDrawVert_t           *dv;
+       
+       
+       /* dummy check */
+       if( ds == NULL || ds->fur || ds->shaderInfo->furNumLayers < 1 )
+               return;
+       
+       /* get basic info */
+       numLayers = ds->shaderInfo->furNumLayers;
+       offset = ds->shaderInfo->furOffset;
+       fade = ds->shaderInfo->furFade * 255.0f;
+       
+       /* debug code */
+       //%     Sys_FPrintf( SYS_VRB, "Fur():  layers: %d  offset: %f   fade: %f  %s\n",
+       //%             numLayers, offset, fade, ds->shaderInfo->shader );
+       
+       /* initial offset */
+       for( j = 0; j < ds->numVerts; j++ )
+       {
+               /* get surface vert */
+               dv = &ds->verts[ j ];
+                       
+               /* offset is scaled by original vertex alpha */
+               a = (float) dv->color[ 0 ][ 3 ] / 255.0;
+               
+               /* offset it */
+               VectorMA( dv->xyz, (offset * a), dv->normal, dv->xyz );
+       }
+       
+       /* wash, rinse, repeat */
+       for( i = 1; i < numLayers; i++ )
+       {
+               /* clone the surface */
+               fur = CloneSurface( ds, ds->shaderInfo );
+               if( fur == NULL )
+                       return;
+               
+               /* set it to fur */
+               fur->fur = qtrue;
+               
+               /* walk the verts */
+               for( j = 0; j < fur->numVerts; j++ )
+               {
+                       /* get surface vert */
+                       dv = &ds->verts[ j ];
+                               
+                       /* offset is scaled by original vertex alpha */
+                       a = (float) dv->color[ 0 ][ 3 ] / 255.0;
+                       
+                       /* get fur vert */
+                       dv = &fur->verts[ j ];
+                       
+                       /* offset it */
+                       VectorMA( dv->xyz, (offset * a * i), dv->normal, dv->xyz );
+                       
+                       /* fade alpha */
+                       for( k = 0; k < MAX_LIGHTMAPS; k++ )
+                       {
+                               a = (float) dv->color[ k ][ 3 ] - fade;
+                               if( a > 255.0f )
+                                       dv->color[ k ][ 3 ] = 255;
+                               else if( a < 0 )
+                                       dv->color[ k ][ 3 ] = 0;
+                               else
+                                       dv->color[ k ][ 3 ] = a;
+                       }
+               }
+       }
+}
+
+
+